With A Q x, the Ten should be passed. With Ace and small cards, the Ace should be played on the Ten. With Queen and small cards the Ten should be passed. When Third Hand plays Queen on a Ten led, it should be a certainty that he has no more of the suit. If he holds A K and only one small card, the King should be played on a Queen led. If he holds Ace and only one small card, the Ace should be played on the Jack led. If Third Hand has four trumps and a card of re-entry, the Ace should be played on Jack led, regardless of number, in older to lead trumps at once, to defend the suit. _=When Partner Leads Low Cards=_, the Third Hand should do his best to secure the trick. If he has several cards of equal trick-taking value, such as A K Q, or K Q J, he should win the trick as cheaply as possible. The only _=finesse=_ permitted to the Third Hand in his partner’s suit, is the play of the Queen, when he holds A Q and others; the odds being against Fourth Hand having the King.
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The girl then was asked in her turn, and the same formula gone through, she saying either of the three last verses given. Forfeits were demanded for every refusal, and were cried at the end of the game. (_c_) Mr. Ballantyne writes: This game was a great favourite in my father s house. This was a forfeit game, forfeits being called wadds. Chambers, _Popular Rhymes_, p. 124, gives a version of this game. It is practically the same as Mr. Ballantyne s version, with only a few verbal differences. Mactaggart says, The chief drift of this singular game seemed to be to discover the sweethearts of one another, and such discoveries are thought valuable, but not so much as they were anciently.
A passes, and B opens it by quietly putting up his counters. C and D pass, and E, pretending not to know that B has opened it, announces that he will open it for the limit, although he has not a pair in his hand. He is of course immediately informed that it has been opened, upon which he unhesitatingly raises it for the limit. Whatever the others do, E stands pat, and looks cheerful. The author has never known this bluff to be called. Holding a strong hand, a player may often coax another to raise him, by offering to divide the pool. The successful bluffer should never show his hand. Even if he starts the game by bluffing for advertising purposes, hoping to get called on good hands later, he should not show anything or tell anything that the others do not pay to see or know. Bluffing is usually more successful when a player is in a lucky vein than when he has been unfortunate. POKER LAWS.
The pone may declare a marriage on his first lead; but it will not count unless he wins some subsequent trick, and if his adversary gets to 66 before the pone gets a trick, the marriage is lost, and the pone is schwartz. If the 20 or 40 claimed for the marriage is enough to carry the player’s count to 66 or beyond, the marriage need only be shown and claimed, without leading it, and the remaining cards are then abandoned, provided the count is correct. Only one marriage can be shown but not led in this manner. In the ordinary course of play it is not necessary to show both cards of the marriage unless the adversary asks to see them. The player simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the case may be. If he leads a King or Queen without claiming any count, it is evident that he has not a marriage. If he has simply forgotten to claim it, he cannot amend the error after his adversary has played to the trick, and the score is lost. To avoid disputes, careful players leave one of the marriage cards face up among their cards, as a reminder that a marriage was claimed in that suit, either by the player with the card turned, or by his adversary. _=Counting.=_ A player is not allowed to make any record of his progress toward sixty-six, but must keep his count mentally.
Revoke, failure to follow suit when able to do so, as distinguished from a renounce or renege. Ring In, to exchange any unfair for fair gambling implements during the progress of the game. See Cold Deck. Robbing, exchanging a card in the hand for the turn-up trump, or discarding several for the trumps remaining in the pack. See Cinch and Spoil Five. Rooking, hustling, inveigling a person into a game for the purpose of cheating him. Round, a round is complete when each player has had equal advantages with regard to deal, dummy, etc. Round Games, those which do not admit of partnerships. Rubber, winning two out of three games. F.
A single, or game of one point, when their adversaries have scored three or four. 9. The winners of the rubber gain two points (commonly called the rubber points), in addition to the value of their games. 10. Should the rubber have consisted of three games, the value of the losers’ game is deducted from the gross number of points gained by their opponents. 11. If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the trump card of the following deal has been turned up. 12. If an erroneous score, affecting the amount of the rubber, be proved, such mistake can be rectified at any time during the rubber. CUTTING.
=_ The five cards on the top of the talon belong to the pone, and he may discard from his hand any number of cards from one to five, and replace them by an equal number from the top of the stock. He must take at least one card, and he must take from the talon in the natural order of the cards. If he has elected to let a deal stand in which he has been given thirteen cards, he is entitled to four cards only from the talon, and must in all cases leave himself with twelve cards after his discard and draw are completed. If he does not take all five cards, he must announce distinctly how many he leaves, for if he fails to do so the dealer is not liable for having too many cards. The dealer then discards, first declaring carte blanche if he holds it. In England, he need not draw at all, in France he must draw at least one card. Besides the three cards which belong to him, he is entitled to take as many as he pleases of those left by the pone, and in drawing from the talon he must take the cards in the order in which they come. If two cards are left by the pone, for instance, and the dealer wants three only, he must take the two left by the pone and one of his own three, leaving the two others face down on the table. The number of cards in hand after the discard and draw must be exactly twelve. Only one discard is allowed, and having been made it cannot be changed after the stock has been touched.
All other cards rank as in Poker. A player to whom any one of these braggers is dealt may call it anything he pleases. If he has a pair of nines and a bragger, or a nine and two braggers, he may call them three nines, and bet on them as such. In this respect braggers resemble mistigris, already described in connection with Draw Poker; but in Brag a natural pair or triplet outranks one made with the aid of a bragger. Three eights will beat an eight and two braggers. The dealer must put up an ante before the cards are cut. This ante may be any amount he pleases within the betting limit. No player can straddle or raise this ante until the cards are dealt. Beginning on his left the dealer distributes the cards face down, and one at a time, until each player has received three. Beginning with the age, [eldest hand,] each player in turn must put up an amount equal to the dealer’s ante, or abandon his hand.